>I took offense to devs joining the community and nearly immediately proclaiming ‘this is all wrong and you have to do it my way.’ Well, if it’s not right for you then move on, thanks for visiting.
The author has already crossed the part out suggesting to remove GDScript. Which was overblown as it was one of 3 different suggestions.
Either way, even for the rude provocateurs, two wrongs don't make a right. I've follow Godot with a loose ear and it's not a surprise that there are significant performance issues in the engine. I'm glad someone is digging deeper rather than just saying "Godot isn't ready for 3D" and dismissing opportunites to grow.
>If we’re to be so focused on performance then why not ditch c# also and only use c++ or rust exclusively?
Because you didn't get to the part of the article where it is mentioned that GDExensions uses the same api bindings as GDScript. So they are all affected by this, no matter what binding you make. Your only recourse is diving into the guts of Godot and rearranging how it works. Which is first of all, already in flight by the core team (redundancy) and secondly, not a kind of change you can easily PR in if you want to contribute (which is more hostile to the engine than any random post on social media).
And yes, this is the dismissal I'm talking about. "well just use another engine" is a pretty bad approach for a growing community when receiving honest feedback with benchmarks to back it up. The author makes a long post detailing the inner guts of the engine and people cherry pick one conclusion they don't like and want to push the author out of the community.